[RELz] XFO-NV - the Overhaul for New Vegas

Post » Sat May 28, 2011 9:14 pm

Yea, I spent last night swearing my head off because a few raiders with .44 Magnums kept One-Shotting me, and I was at full health
I tried Metal Armor, got one-shot, I tried Leather armor, got one-shot.

So on about my 10th reload I had to just run like hell while ED-E kept them busy long enough for me to get out of range.

Besides, it seems kind of silly to start out with 80 HP and then have a No Level Cap in the mod,
so by the time you're level 100 you still have 80 HP and everything else out there can kill you just by looking at you.

Can you imagine your survivability in any other RPG where your HP stay the same at level 50 as they were at level 1?
Especially in a RPG setting where playing something like a Thief that only gets you about 4 hp to start


Thats why i say you should try that Realistic health mod, i got maybe 130 HP with 7 END (im not sure, because im in collegue and i can only play at weekends at home :( ) and the enemies got lower HP levels too.
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Tha King o Geekz
 
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Post » Sat May 28, 2011 6:36 pm

no health gain per level is fine with a guns/energy weaps char, but gets melee ones slaughtered. While i agree that a guy with a iron pipe or a knife shouldn't be able to charge a guy with a machine gun and live... using luring tactics, sneak attacking, or any other trick to "close the distance" should even it out. However, with such a low HP amount, at higher levels (and even at low levels) enemies can soak up the dmg your are dealing and just shot you down.

Example: a common tactic i used in FO3 was lay mines around a corner, sneak into a group of baddies, sneak-attack the closest, and book it back around the corner to lure the remainder into my mines. This tactic plain doesn't work with XFO, because my char can't take the 2-3 shots the rest of the group will get off before i go around the corner.

However, i agree with what the author of XFO is trying to do by removing HP gain per level. I have always felt that all my chars have too much health at higher levels (minus the few i made w/ XFO, of course).

A nice solution could be to have maximum health cap based on your base endurance stat. That way, low endurance chars do not become damage sponges at higher lvls, and melee toons could have bigger HP pools they need to survive. Or just adjust the HP gain per level based on your endurance stat. Or maybe a combo of the two.


EDIT: punctuation/typos
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Strawberry
 
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Post » Sun May 29, 2011 2:36 am

no health gain per level is fine with a guns/energy weaps char, but gets melee ones slaughtered. While i agree that a guy with a iron pipe or a knife shouldn't be able to charge a guy with a machine gun and live... using luring tactics, sneak attacking, or any other trick to "close the distance" should even it out. However, with such a low HP amount, at higher levels (and even at low levels) enemies can soak up the dmg your are dealing and just shot you down.

Example: a common tactic i used in FO3 was lay mines around a corner, sneak into a group of baddies, sneak-attack the closest, and book it back around the corner to lure the remainder into my mines. This tactic plain doesn't work with XFO, because my char can't take the 2-3 shots the rest of the group will get off before i go around the corner.

However, i agree with what the author of XFO is trying to do by removing HP gain per level. I have always felt that all my chars have too much health at higher levels (minus the few i made w/ XFO, of course).

A nice solution could be to have maximum health cap based on your base endurance stat. That way, low endurance chars do not become damage sponges at higher lvls, and melee toons could have bigger HP pools they need to survive. Or just adjust the HP gain per level based on your endurance stat. Or maybe a combo of the two.


EDIT: punctuation/typos



I agree with all this, because in Vanilla, once I get to a high enough level (like my last game)
I was literally using "Love and Hate" and Punching Deathclaws to death.

Now with the new system, I peek around a corner, and I end up with the 'death music' and I watch my head slowly rolling downhill
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Lou
 
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Post » Sat May 28, 2011 4:53 pm


Example: a common tactic i used in FO3 was lay mines around a corner, sneak into a group of baddies, sneak-attack the closest, and book it back around the corner to lure the remainder into my mines. This tactic plain doesn't work with XFO, because my char can't take the 2-3 shots the rest of the group will get off before i go around the corner.



Reactive People II - Sneak and Diversion (http://www.newvegasnexus.com/downloads/file.php?id=39985)
You lay down the mines, whistle one or make some noise with a melee weapon on a wall, run back, wait for the baddies to investigate, BOOM.
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Lauren Denman
 
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Post » Sat May 28, 2011 8:20 pm

Reactive People II - Sneak and Diversion (http://www.newvegasnexus.com/downloads/file.php?id=39985)
You lay down the mines, whistle one or make some noise with a melee weapon on a wall, run back, wait for the baddies to investigate, BOOM.



sweet! i was unaware a mod like that existed! ill have to download when i remake my ninja char :) or ill just download now to get used to it.... guess ill have to check out the readme and see if i can install mid-game...

@razor: i know how you feel. i played FO3 on xbox (eeewww, no mods for the loss) and all my toons were basically tanks by level 15 or so, no matter what their endurance was. that is why i would really like some type of middle ground between vanilla 'roid-rage beastmen, and the paper tigers of XFO
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k a t e
 
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Post » Sat May 28, 2011 6:35 pm

sweet! i was unaware a mod like that existed! ill have to download when i remake my ninja char :) or ill just download now to get used to it.... guess ill have to check out the readme and see if i can install mid-game...

@razor: i know how you feel. i played FO3 on xbox (eeewww, no mods for the loss) and all my toons were basically tanks by level 15 or so, no matter what their endurance was. that is why i would really like some type of middle ground between vanilla 'roid-rage beastmen, and the paper tigers of XFO


LOL!!!! 'roid-rage beastmen' hahahaha so true though, when I see my character punching the arm or leg off of a deathclaw, or completely disintegrating its head (FALCON PUNCH!)
something is a little overpowered.
To top it off, I switched to "Love and Hate" to "Tone down the Damage" because I was initially using a Ballistic Fist, which would not only dismember the Deathclaw, but send it flying too...... :toughninja:

When you grab the Reactive People Mod, (if the mod I'm going to mention wasn't already mentioned in this thread) get the Bear Trap mod that let's you disarm and TAKE bear traps so you can arm them and set them down,
nothing like surrounding a few land mines with bear traps.

Also, my character had 160 HP, which I wasn't too happy about, so I removed the XFO esp that affects that and my character jumped to 316 HP, which I'm also not too happy about so.....yea,
the 160 HP was too little, but the 316 at the same level is too much.....My Endurance is 6, I usually get it to 7 far later in the game to take a perk that requires 7 endurance
I think the one where your radioactivity slowly goes down by itself.
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Daddy Cool!
 
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Post » Sat May 28, 2011 12:08 pm

searching the nexus i found this mod http://www.newvegasnexus.com/downloads/file.php?id=38643, which seems to find a nice middle ground for HP between vanilla and XFO.

here is the chart the author of the mod posted which lists HP values at 1-10 endurance for lvl 1 and lvl 30.

Spoiler

Endurance Level 1 Level 30

1 105 163

2 110 197

3 115 202

4 120 236

5 125 241

6 130 275

7 135 280

8 140 314

9 145 319

10 150 353


hopefully it works being installed mid-game (the author didn't say anything about it not working that way). next time i get to play, i'm going to install it and see.

EDIT: seems to work just fine being installed mid-game.
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Allison Sizemore
 
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Post » Sat May 28, 2011 12:52 pm

searching the nexus i found this mod http://www.newvegasnexus.com/downloads/file.php?id=38643, which seems to find a nice middle ground for HP between vanilla and XFO.

here is the chart the author of the mod posted which lists HP values at 1-10 endurance for lvl 1 and lvl 30.

hopefully it works being installed mid-game (the author didn't say anything about it not working that way). next time i get to play, i'm going to install it and see.


yeah, this is looking good too
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!beef
 
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Post » Sat May 28, 2011 5:26 pm

searching the nexus i found this mod http://www.newvegasnexus.com/downloads/file.php?id=38643, which seems to find a nice middle ground for HP between vanilla and XFO.

here is the chart the author of the mod posted which lists HP values at 1-10 endurance for lvl 1 and lvl 30.

hopefully it works being installed mid-game (the author didn't say anything about it not working that way). next time i get to play, i'm going to install it and see.

EDIT: seems to work just fine being installed mid-game.


EXCELLENT!!!! Nice Find!! Thanks!! :rock:
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des lynam
 
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Post » Sun May 29, 2011 1:49 am

I am trying to use the high pacing module, which should increase the required experience for leveling up by 3.5 times, yet upon starting a new game I see my experience to level up from level 1 to 2 is still 200, which is the vanilla value. Strangely enough, other parts of the module seem to be working, for instance, discovering a new location gives 50 XP instead of 10 XP. How do I fix this bug or do I need to wait for an update?

edit: Just loaded up another mod which increases the experience requirements to level up by 2 times, and the number increased from 200 to 400, as expected, so this is certainly a bug with the XFO module.
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KU Fint
 
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Post » Sat May 28, 2011 11:34 am

EXCELLENT!!!! Nice Find!! Thanks!! :rock:


thx! and np. figured i should post it here, in case anyone else agrees with us about how XFO deals with hp per level. it's great to be able to use XFO's SPECIAL mod again, as i like all the other changes.
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Adam Kriner
 
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Post » Sun May 29, 2011 12:43 am

I am trying to use the high pacing module, which should increase the required experience for leveling up by 3.5 times, yet upon starting a new game I see my experience to level up from level 1 to 2 is still 200, which is the vanilla value. Strangely enough, other parts of the module seem to be working, for instance, discovering a new location gives 50 XP instead of 10 XP. How do I fix this bug or do I need to wait for an update?

edit: Just loaded up another mod which increases the experience requirements to level up by 2 times, and the number increased from 200 to 400, as expected, so this is certainly a bug with the XFO module.

The experience increase is curved. Meaning rather than flat out increasing what you need for each level the increase gets bigger over time. It might be worth it to see if there is a difference between 2 and 3.

thx! and np. figured i should post it here, in case anyone else agrees with us about how XFO deals with hp per level. it's great to be able to use XFO's SPECIAL mod again, as i like all the other changes.

I agree. It'll also give Endurance a great deal more flexibility.
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Jon O
 
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Post » Sat May 28, 2011 5:14 pm

Dude, its been a few weeks/months since I last checked on this and WOW, its awesome. Use PNeveda for sprint/grenade hk and this for the rest. I can adjust how much stuff gives me for xp, fantastic. So much options, great. There was a joke post in the Skyrim forums with a pic that had all these questions/options for Skyrim that you had to pick before playing and this is it, except for FNV. And I think is a good thing. Btw, when Skyrim comes out please make a super options mod for that too. Mega option/custom overhauls are the Best mods ever, first FWE for FO3 and now XFO for FNV. I love options and customization.

Only 2 weeks to go till Birthday and then I will be playing FNV! Its going to be good.
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oliver klosoff
 
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Post » Sat May 28, 2011 10:05 pm

The experience increase is curved. Meaning rather than flat out increasing what you need for each level the increase gets bigger over time. It might be worth it to see if there is a difference between 2 and 3.

You're right, I leveled to level 2 and saw I need 900 XP to level 3 rather than the vanilla 550.

Sorry for the false alarm, and thank you Berrie.
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Farrah Lee
 
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Post » Sun May 29, 2011 1:25 am

About that addon that removes messages i.e karma, sneak, etc.

I didn′t enable them the first tryout but somehow they still seemed to be activated :P

Can′t see any stealing messages or any bad karma-message when i punch hole in Doc′s head :P

Awsome mod though!
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Louise
 
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Post » Sat May 28, 2011 1:21 pm

So far it looks like I'm going to have to deactivate the Epic Skills part of XFO and use something like "Boosted Skills" mod,
because whenever my character crouches, ANYWHERE, the stupid "EPIC LOCK" dialog box spams the heck out of me,
which is extremely annoying when trying to snipe Deathclaws or Raiders and having the the crosshairs on the target ready
to pull the trigger and the screen pops back to the EPIC LOCK dialog box......

Has anyone discovered a way to stop this, besides the obvious removal of the Epic Skills.esp?
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Melissa De Thomasis
 
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Post » Sat May 28, 2011 4:06 pm

Any idea how i should go about re-activating those messages again? If there′s any special line in the XML files i should change?
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FABIAN RUIZ
 
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Post » Sat May 28, 2011 2:09 pm

Im sorry, but where's module "8d - Gore Changes"?
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Jordan Moreno
 
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Post » Sat May 28, 2011 12:33 pm

A bug - scope drift is much stronger when crouching and almost none (with high weapon skill and condition) when standing up. I think it's the same when using ironsights too, using recharger pistol I miss a lot more when crouching.
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Amanda Leis
 
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Post » Sat May 28, 2011 2:42 pm

Oh, I'm using XFO - 1aa - Accuracy Revamp - mild.esp if that matters.
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James Shaw
 
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Post » Sat May 28, 2011 6:43 pm

seems to be a few bugs with the accuracy modules. in my own game crouching often removes sway in ironsights altogether. even when it doesnt, there's no noticeable difference between sway while standing and crouching. fixed it by removing the condition "is sneaking" in the perk added by the mod
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Haley Cooper
 
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Post » Sat May 28, 2011 5:08 pm

I'm just curious will the armor revamp work with the PPA?
Will WMX changes be affected by the alterations in weapon damage?
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Dustin Brown
 
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Post » Sat May 28, 2011 11:28 pm

seems to be a few bugs with the accuracy modules. in my own game crouching often removes sway in ironsights altogether. even when it doesnt, there's no noticeable difference between sway while standing and crouching. fixed it by removing the condition "is sneaking" in the perk added by the mod


i had problems with the accuracy modules as well, however; i seemed to have more sway while sneaking than while standing! even with the tri-pod arm perk.


NOW for my main question: i am using the Epic Skills module and i don't know how to adjust the stats screen to show values over 100 for skills. i am using MTUI.
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Danii Brown
 
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Post » Sat May 28, 2011 11:04 pm

now that i think about it, sway really should increase more when crouched because of the IsSneaking condition in the perk. however i changed some other gamesettings so that might account for my own peculiar issue
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GEo LIme
 
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Post » Sat May 28, 2011 9:25 pm

I've also found issues with the accuracy modules.
Most specifically, at higher skill levels I've found they actually seem to increase accuracy significantly (even the hard version). This is at guns skill 90, perception 7.
With the change to tag skills, it's very easy to get gun skill up that high. And with skills now able to go above 100, that's almost a half-way point for accuracy.

The other thing is that while fights with NPCs are much much better, creatures seem to get the short end of the stick. I don't know if creatures are leveled like NPCs and thus able to get the HP boost/level from the HP boost module or not, but even supposedly tough creatures are really very little challenge, even with the hard version of that module turned on. I pretty much one-or-two-shotted my way through the deathclaw quarry and vaults 22 and 34 without any real sense of fear. Single sneak attack shots to the head killed both the mother deathclaw and the alpha male, as well as the fire ant queen. If anything ought to take more than a couple of shots, and make heavy ordnance worthwhile, surely it's these sort of huge mutated creatures.

I also wonder if, to compensate for the higher damage, Action Points ought to be (optionally) reduced or AP costs increased, as getting off four almost-free VATS shots aids the player considerably more than in vanilla.

Anyway, these gripes aside, I really do love this mod!
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Laura
 
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